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[1.4] AI

Balance Discussion

#72713

[1.4] AI

Hi,

Just wanna give a feedback and some suggestion to 1.4 AI

SU:
SU AI now seems just too spam there doctrinal units. I had games vs. 3 SU where i saw 0 T34 in 2h.

Propagnda-strategy is just spamming naval infantry (and Katushas later). Nothing else. Sometimes not a single vehicle in a whole game. While it is sometimes fun to fight just inf vs inf, it is far too easy to beat if you use vehicles.

Urban Warfare is spamming far too much KV-2 and SU-122. You can easily counter a KV-2 (SU-122) with circeling, but try this vs 5 KVs^^. Even with the same amount of "Animals" you will have heavy losses. I guess hardcapping KV and SU to 2 on field won´t hurt anyone in PvP, but making UW much less annoying and forcing AI to build more balanced Armys.

Breaktrough is the best (not meant as "strongest") SU AI atm, but they are now using maany SU-76 while they used (as all russian AIs) T-34 in 1.3. This means they are stronger vs Tanks but can do few vs Inf.

So, pls Devs make SU AI build more versitale armys again. (And hardcap KV^^)

Wehr AI now really spams less Pumas.... They spam Stugs now. Its quite ok for stugs, but if they use Geschuetzwagen (the reward unit, dont know what its called in english), half of their armys are those things, which is quite useless vs Inf-spamming, leaving the AI quite chanceless. Maybe it is possible to make them spam Pz IV and Grens if they need to spamm anything.
#72715

Re: [1.4] AI

thanks for the feedback ill look into it
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#72728

Re: [1.4] AI

yeah every faction seems to spam doctrine units once they lose the upper hand

and wehr has a weird tendency to spam tier 3
Soviet is OP
#72740

Re: [1.4] AI

well, I'm quite fan of spamming one type of unit.... robotnik, is it possible to implement limit of call-ins ONLY for AI?
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Lord wrote:
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#72752

Re: [1.4] AI

cephalos wrote:
well, I'm quite fan of spamming one type of unit.... robotnik, is it possible to implement limit of call-ins ONLY for AI?

Yes. It no good, if I can not use many partisans becose AI spams them. When I play wehrmaht no limit for stormtroopers
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Respire profundo, camarada! Libertad o muerte!
#72757

Re: [1.4] AI

the only Unit that really needs a hardcap imho is the KV-2/SU-122. For all others, the same fix that seem to work for Puma should be enough. A hardcap on Storms or marine-inf would actually quite stupid as they are meant as standart units and would strongly change the PvP balance
#72775

Re: [1.4] AI

Well actually wouldn't the simple thing to do is allow AI to still finish what they were building in the production. I.e. Strelky will finish even though they did upgrade red banner Strelky. If you did that it may allieviate some problems.

Hardcapping of some units may be O.K. (I mean all call-in arty is hardcapped, really, so why not KV 2 and what not?)
OIY! Get your filthy hands off the Maus!
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#72792

Re: [1.4] AI

One thing ive noticed is that the AI has no idea how to use Hummel's, it continuosly locks them down then unlocks them before finally firing a shot and cancelling the rest of the barrage.

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#73197

Re: [1.4] AI

while on topic of AI i'd like to mention the British ai is still struggling with very basic stuff.
they seem rather easy to beat. i played wehr vs soviets and had a tough time (norm diff) got beaten badly.
played wehr vs Brits and it was considerably easier.

apart from the usual poor truck placement they don't use armour effectively, or spam call-in churchills. few emplacements constructed, and usually in poor location as well.
#73202

Re: [1.4] AI

The brit AI is always going to be f**ked because they rely on mobile CTs to hold the points. I reckon what they should do is let the AI Brits build Observation posts and leave all trucks in the base. There no more problem... I think
OIY! Get your filthy hands off the Maus!
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Hee hee, I added colour to the avatar. Isn't it nice?
#73868

Re: [1.4] AI

All AI factions have a 40% chance of using non call-in reward units.

The wehrmacht spams geschutzwagens aswel when they choose for them.
#78796

Re: [1.4] AI

Maybe there is another way, can the dev create the "AI factions"? Only "AI factions" is being hardcaped call in unit, it's not a shortcut but somehow it could fix the spamming problem.
I'm drunk now, I'm outranked you in philosophy.
#78813

Re: [1.4] AI

This has already been fixed, stavka. ;)
#78820

Re: [1.4] AI

THe AI spamming issue has apparently been solved. All hail Robotnik!
I think we need to see how things work before crying HardCap.

Paladin88 wrote:
Well actually wouldn't the simple thing to do is allow AI to still finish what they were building in the production. I.e. Strelky will finish even though they did upgrade red banner Strelky. If you did that it may allieviate some problems.
I still haven't gotten a pipeline working for COrsix, but Iv'e noticed the different build_order files for the various AIs. It may be that close scrutiny of the boolean logic (if , or, else, etc; statements), might reveal a workaround to prevent an upgrade from being Queued while a unit that would benefit from the upgrade is in production. Does that make sense Robotnik?
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#78824

Re: [1.4] AI

Why can't you just make it work like Increased Squad Sizes?
#78835

Re: [1.4] AI

Because squad sizes affects existing squads. The Soviet production stopping is a result of the upgrade disabling the basic unit and allowing the construction of a completely different unit. So tank hunters aren't affected by the bug because the squad just receives a weapon but shock guards in 1.4 will get stuck at 100% because it is an entirely different squad. The unit in production is "Guards" but the upgrade changes production to produce a "Shock Guards" squad.
If you get into an argument with me, you're wrong.
#78841

Re: [1.4] AI

Oh alright, thanks. So why not just disable the building of those units when the upgrade is in progress, and vice versa?
#78865

Re: [1.4] AI

We cannot stop queued units.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#78874

Re: [1.4] AI

No, i meant disable the button, so they can't be queued.
#78886

Re: [1.4] AI

The human player can abort  unit production by clicking on the queue. THere must be a Function to allow this , call it FCN(oops). Similarly there will be a FCN(deploy) that allows a newly created unit to appear on map when the build timer runs out (t=0).
THe code should read something like:
110  IF(t=0,deploy,continue to build)
Assuming the AI can access FCN(oops), changing the conditional statement to
110 IF (t=0 And fcn(upgrade in progress)=TRUE, oops,deploy,continue to build)
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#82467

Re: [1.4] AI

Hope this is the right area for what I am asking.
I had played the first or second release of this mod and liked it.
I only play skirmish against AI.
The soviets really put out the troops and tanks but this last release I only see troops ,one match was against naval soldiers only, and have not seen any tanks except what I think is a call in unit.
Either way it is very boring even on the highest AI setting and i can win a large map in no time at all if i want to play that long since there is really no action.

Have I done something wrong or is this supposed to be like this?
#82468

Re: [1.4] AI

There was a bug that caused the A.I. to spam off-map units, which has now been fixed. It should be in the next patch, i believe.
#82488

Re: [1.4] AI

pariah wrote:
There was a bug that caused the A.I. to spam off-map units, which has now been fixed. It should be in the next patch, i believe.


Yea. I'm pretty sure Robotnik has tweaked it out and got rid of all the kinks the AI does from time to time.
"Balancers are 10 a penny"
#82496

Re: [1.4] AI

Cranialwizard wrote:
pariah wrote:
There was a bug that caused the A.I. to spam off-map units, which has now been fixed. It should be in the next patch, i believe.


Yea. I'm pretty sure Robotnik has tweaked it out and got rid of all the kinks the AI does from time to time.

Is it included in your internal balancer version yet?
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#82497

Re: [1.4] AI

MaxiKing6 wrote:
Cranialwizard wrote:
pariah wrote:
There was a bug that caused the A.I. to spam off-map units, which has now been fixed. It should be in the next patch, i believe.

Yea. I'm pretty sure Robotnik has tweaked it out and got rid of all the kinks the AI does from time to time.

Is it included in your internal balancer version yet?

I believe so. I don't play against the AI so much but last I checked I've not seen any soviet doctrinal spams.
"Balancers are 10 a penny"

Last edited July 30, 2011 at 4:28 PM by Cranialwizard

#82499

Re: [1.4] AI

Thanks for the info, I'm eagerly awaiting a working AI in EF (not that I'm a compstomper, but from time to time playing against AI is necessary because of relaxation). :)
Think your post is messed up though.. :P
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#82500

Re: [1.4] AI

MaxiKing6 wrote:
Thanks for the info, I'm eagerly awaiting a working AI in EF (not that I'm a compstomper, but from time to time playing against AI is necessary because of relaxation). :)
Think your post is messed up though.. :P


Well that's odd. Let me repost that.
"Balancers are 10 a penny"